<?xml version="1.0" encoding="utf-8"?>
<!DOCTYPE TS>
<TS>
  <context>
    <name>CmdMeshAddFacet</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Add triangle</source>
      <translation>Ajouter un triangle</translation>
    </message>
    <message>
      <source>Add triangle manually to a mesh</source>
      <translation>Ajouter manuellement un triangle à une maille</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshBoundingBox</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Boundings info...</source>
      <translation>Dimensions extérieures...</translation>
    </message>
    <message>
      <source>Shows the boundings of the selected mesh</source>
      <translation>Affiche les dimensions englobantes du maillage sélectionné</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshBuildRegularSolid</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Regular solid...</source>
      <translation>Solide régulier...</translation>
    </message>
    <message>
      <source>Builds a regular solid</source>
      <translation>Construire un solide régulier</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshDemolding</name>
    <message>
      <source>Interactive demolding direction</source>
      <translation>Direction de démoulage interactive</translation>
    </message>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshDifference</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Difference</source>
      <translation>Différence</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshEvaluateFacet</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Face info</source>
      <translation>Infos sur la face</translation>
    </message>
    <message>
      <source>Information about face</source>
      <translation>Informations sur la face</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshEvaluateSolid</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Check solid mesh</source>
      <translation>Vérifier le maillage solide</translation>
    </message>
    <message>
      <source>Checks whether the mesh is a solid</source>
      <translation>Vérifie si le maillage est un solide</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshEvaluation</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Opens a dialog to analyze and repair a mesh</source>
      <translation>Ouvre une fenêtre permettant d'analyser et de réparer un maillage</translation>
    </message>
    <message>
      <source>Evaluate &amp;&amp; Repair mesh...</source>
      <translation>Évaluer et réparer un maillage...</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExMakeMesh</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Make a Box</source>
      <translation>Créer un cube</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExMakeTool</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Make a Tool</source>
      <translation>Créer un outil</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExMakeUnion</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Make Union</source>
      <translation>Union</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshExport</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Export mesh...</source>
      <translation>Exporter le maillage...</translation>
    </message>
    <message>
      <source>Exports a mesh to file</source>
      <translation>Exporte le maillage dans un fichier</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFillInteractiveHole</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Close hole</source>
      <translation>Boucher un trou</translation>
    </message>
    <message>
      <source>Close holes interactively</source>
      <translation>Bouche un trou de manière interactive</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFillupHoles</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Fill holes...</source>
      <translation>Remplir les trous...</translation>
    </message>
    <message>
      <source>Fill holes of the mesh</source>
      <translation>Remplit un trou de manière interactive</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFlipNormals</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Flip normals</source>
      <translation>Inverser les normales</translation>
    </message>
    <message>
      <source>Flips the normals of the mesh</source>
      <translation>Inverse les normales du maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshFromGeometry</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Create mesh from geometry...</source>
      <translation>Créer un maillage depuis une géométrie...</translation>
    </message>
    <message>
      <source>Create mesh from the selected geometry</source>
      <translation>Crée un maillage à partir de la géométrie sélectionnée</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshHarmonizeNormals</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Harmonize normals</source>
      <translation>Harmoniser les normales</translation>
    </message>
    <message>
      <source>Harmonizes the normals of the mesh</source>
      <translation>Harmonise les normales du maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshImport</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Import mesh...</source>
      <translation>Importer un maillage...</translation>
    </message>
    <message>
      <source>Imports a mesh from file</source>
      <translation>Importe un maillage depuis un fichier</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshIntersection</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Intersection</source>
      <translation>Intersection</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolyCut</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Cut mesh</source>
      <translation>Couper le maillage</translation>
    </message>
    <message>
      <source>Cuts a mesh with a picked polygon</source>
      <translation>Coupe un maillage à l'aide du polygone sélectionné</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolySegm</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Make segment</source>
      <translation>Créer un segment</translation>
    </message>
    <message>
      <source>Creates a mesh segment</source>
      <translation>Crée un segment de maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolySelect</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Select mesh</source>
      <translation>Sélectionnez un maillage</translation>
    </message>
    <message>
      <source>Select an area of the mesh</source>
      <translation>Sélectionnez une zone du maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolySplit</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Split mesh</source>
      <translation>Diviser un maillage</translation>
    </message>
    <message>
      <source>Splits a mesh into two meshes</source>
      <translation>Divise un maillage en deux</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshPolyTrim</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Trim mesh</source>
      <translation>Découper</translation>
    </message>
    <message>
      <source>Trims a mesh with a picked polygon</source>
      <translation>Découper un maillage avec une succession de points</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshRemoveCompByHand</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Remove components by hand...</source>
      <translation>Supprimer manuellement des composants...</translation>
    </message>
    <message>
      <source>Mark a component to remove it from the mesh</source>
      <translation>Marque un composant pour le supprimer du maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshRemoveComponents</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Remove components...</source>
      <translation>Supprimer des composants...</translation>
    </message>
    <message>
      <source>Remove topologic independent components from the mesh</source>
      <translation>Supprimer les composants de topologie indépendants du maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshSegmentation</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Create mesh segments...</source>
      <translation>Diviser le maillage...</translation>
    </message>
    <message>
      <source>Create mesh segments</source>
      <translation>Diviser un maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshSmoothing</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Smooth...</source>
      <translation>Lisser...</translation>
    </message>
    <message>
      <source>Smooth the selected meshes</source>
      <translation>Lisse les maillages sélectionnés</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshToolMesh</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Segment by tool mesh</source>
      <translation>Segment à partir d'un maillage</translation>
    </message>
    <message>
      <source>Creates a segment from a given tool mesh</source>
      <translation>Crée un segment à l'aide d'un outil de maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshTransform</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Transform mesh</source>
      <translation>Transformer le maillage</translation>
    </message>
    <message>
      <source>Rotate or move a mesh</source>
      <translation>Rotation ou déplacement du maillage</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshUnion</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Union</source>
      <translation>Union</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshVertexCurvature</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Calculates the curvature of the vertices of a mesh</source>
      <translation>Calcule la courbure des sommets du maillage</translation>
    </message>
    <message>
      <source>Curvature plot</source>
      <translation>Tracé de courbure</translation>
    </message>
  </context>
  <context>
    <name>CmdMeshVertexCurvatureInfo</name>
    <message>
      <source>Mesh</source>
      <translation>Maillage</translation>
    </message>
    <message>
      <source>Curvature info</source>
      <translation>Infos de courbure</translation>
    </message>
    <message>
      <source>Information about curvature</source>
      <translation>Informations sur la courbure</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgEvaluateMesh</name>
    <message>
      <source>&amp;Help</source>
      <translation>&amp;Aide</translation>
    </message>
    <message>
      <source>F1</source>
      <translation>F1</translation>
    </message>
    <message>
      <source>&amp;Close</source>
      <translation>&amp;Fermer</translation>
    </message>
    <message>
      <source>Alt+C</source>
      <translation>Alt+C</translation>
    </message>
    <message>
      <source>Mesh information</source>
      <translation>Informations sur le maillage</translation>
    </message>
    <message>
      <source>No information</source>
      <translation>Aucune information</translation>
    </message>
    <message>
      <source>Number of points:</source>
      <translation>Nombre de points :</translation>
    </message>
    <message>
      <source>Number of edges:</source>
      <translation>Nombre de contours :</translation>
    </message>
    <message>
      <source>Refresh</source>
      <translation>Actualiser</translation>
    </message>
    <message>
      <source>Analyze</source>
      <translation>Analyser</translation>
    </message>
    <message>
      <source>Repair</source>
      <translation>Réparer</translation>
    </message>
    <message>
      <source>Orientation</source>
      <translation>Orientation</translation>
    </message>
    <message>
      <source>Degenerated faces</source>
      <translation>Faces dégénérées</translation>
    </message>
    <message>
      <source>Face indices</source>
      <translation>Indices des faces</translation>
    </message>
    <message>
      <source>Number of faces:</source>
      <translation>Nombre de faces :</translation>
    </message>
    <message>
      <source>Duplicated faces</source>
      <translation>Faces dupliquées</translation>
    </message>
    <message>
      <source>Duplicated points</source>
      <translation>Points dupliqués</translation>
    </message>
    <message>
      <source>Non-manifolds</source>
      <translation>Non-manifolds</translation>
    </message>
    <message>
      <source>Self-intersections</source>
      <translation>Collisions internes</translation>
    </message>
    <message>
      <source>All above tests together</source>
      <translation>Tous les tests ensemble</translation>
    </message>
    <message>
      <source>Repetitive repair</source>
      <translation>Réparation répétitive</translation>
    </message>
    <message>
      <source>Evaluate &amp; Repair Mesh</source>
      <translation>Évaluer et réparer un maillage</translation>
    </message>
    <message>
      <source>Folds on surface</source>
      <translation>Plis sur la surface</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgEvaluateMeshImp</name>
    <message>
      <source>No information</source>
      <translation>Aucune information</translation>
    </message>
    <message>
      <source>Invalid neighbour indices</source>
      <translation>Indices voisins invalides</translation>
    </message>
    <message>
      <source>Invalid face indices</source>
      <translation>Indices de face invalides</translation>
    </message>
    <message>
      <source>Invalid point indices</source>
      <translation>Indices de point invalides</translation>
    </message>
    <message>
      <source>Multiple point indices</source>
      <translation>Indices de point multiples</translation>
    </message>
    <message>
      <source>Non-manifolds</source>
      <translation>Non-manifolds</translation>
    </message>
    <message>
      <source>Cannot remove non-manifolds</source>
      <translation>Impossible de supprimer les non-manifolds</translation>
    </message>
    <message>
      <source>No selection</source>
      <translation>Aucune sélection</translation>
    </message>
    <message>
      <source>No flipped normals</source>
      <translation>Aucune normale inversée</translation>
    </message>
    <message>
      <source>%1 flipped normals</source>
      <translation>%1 normales inversées</translation>
    </message>
    <message>
      <source>No non-manifolds</source>
      <translation>Aucun non-manifold</translation>
    </message>
    <message>
      <source>%1 non-manifolds</source>
      <translation>%1 non-manifolds</translation>
    </message>
    <message>
      <source>No invalid indices</source>
      <translation>Aucun indice invalide</translation>
    </message>
    <message>
      <source>No degenerations</source>
      <translation>Aucune dégénération</translation>
    </message>
    <message>
      <source>%1 degenerated faces</source>
      <translation>%1 faces dégénérées</translation>
    </message>
    <message>
      <source>No duplicated faces</source>
      <translation>Aucune face dupliquée</translation>
    </message>
    <message>
      <source>%1 duplicated faces</source>
      <translation>%1 faces dupliquées</translation>
    </message>
    <message>
      <source>No duplicated points</source>
      <translation>Aucun point dupliqué</translation>
    </message>
    <message>
      <source>Duplicated points</source>
      <translation>Points dupliqués</translation>
    </message>
    <message>
      <source>Orientation</source>
      <translation>Orientation</translation>
    </message>
    <message>
      <source>Indices</source>
      <translation>Indices</translation>
    </message>
    <message>
      <source>Degenerations</source>
      <translation>Dégénérations</translation>
    </message>
    <message>
      <source>Duplicated faces</source>
      <translation>Faces dupliquées</translation>
    </message>
    <message>
      <source>No self-intersections</source>
      <translation>Aucune collision interne</translation>
    </message>
    <message>
      <source>Self-intersections</source>
      <translation>Collisions internes</translation>
    </message>
    <message>
      <source>Mesh repair</source>
      <translation>Réparer le maillage</translation>
    </message>
    <message>
      <source>Flipped normals found</source>
      <translation>Normales inversées trouvées</translation>
    </message>
    <message>
      <source>Check failed due to folds on the surface.
Please run the command to repair folds first</source>
      <translation>Vérification échouée en raison de plis sur la surface. Exécutez d'abord la commande "réparer les plis"</translation>
    </message>
    <message>
      <source>No folds on surface</source>
      <translation>Aucun pli sur la surface</translation>
    </message>
    <message>
      <source>%1 folds on surface</source>
      <translation>%1 plis sur la surface</translation>
    </message>
    <message>
      <source>Folds</source>
      <translation>Plis</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgRegularSolid</name>
    <message>
      <source>Regular Solid</source>
      <translation>Solide régulier</translation>
    </message>
    <message>
      <source>&amp;Create</source>
      <translation>&amp;Créer</translation>
    </message>
    <message>
      <source>Alt+C</source>
      <translation>Alt+C</translation>
    </message>
    <message>
      <source>Cl&amp;ose</source>
      <translation>&amp;Fermer</translation>
    </message>
    <message>
      <source>Alt+O</source>
      <translation>Alt+F</translation>
    </message>
    <message>
      <source>Solid:</source>
      <translation>Solide :</translation>
    </message>
    <message>
      <source>Cube</source>
      <translation>Cube</translation>
    </message>
    <message>
      <source>Cylinder</source>
      <translation>Cylindre</translation>
    </message>
    <message>
      <source>Cone</source>
      <translation>Cône</translation>
    </message>
    <message>
      <source>Sphere</source>
      <translation>Sphère</translation>
    </message>
    <message>
      <source>Ellipsoid</source>
      <translation>Ellipsoïde</translation>
    </message>
    <message>
      <source>Torus</source>
      <translation>Tore</translation>
    </message>
    <message>
      <source>Height:</source>
      <translation>Hauteur :</translation>
    </message>
    <message>
      <source>Length:</source>
      <translation>Longueur :</translation>
    </message>
    <message>
      <source>Width:</source>
      <translation>Largeur :</translation>
    </message>
    <message>
      <source>Radius:</source>
      <translation>Rayon :</translation>
    </message>
    <message>
      <source>Closed</source>
      <translation>Fermé</translation>
    </message>
    <message>
      <source>Sampling:</source>
      <translation>Numérisation :</translation>
    </message>
    <message>
      <source>Edge length:</source>
      <translation>Longueur du contour :</translation>
    </message>
    <message>
      <source>Radius 1:</source>
      <translation>Rayon 1 :</translation>
    </message>
    <message>
      <source>Radius 2:</source>
      <translation>Rayon 2 :</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgRegularSolidImp</name>
    <message>
      <source>Create %1</source>
      <translation>Créer %1</translation>
    </message>
    <message>
      <source>No active document</source>
      <translation>Aucun document actif</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgSettingsMeshView</name>
    <message>
      <source>Mesh view</source>
      <translation>Vue du maillage</translation>
    </message>
    <message>
      <source>Two-side rendering</source>
      <translation>Rendu biface</translation>
    </message>
    <message>
      <source>Backface color</source>
      <translation>Couleur de la face arrière</translation>
    </message>
    <message>
      <source>Smoothing</source>
      <translation>Lissage</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;This is the smallest angle between two faces where normals get calculated to do flat shading.&lt;/p&gt;&lt;p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;If the angle between the normals of two neighbouring faces is less than the crease angle, the faces will be smoothshaded around their common edge.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Il s'agit du plus petit angle entre deux faces dont les normales sont calculées pour un ombrage plat.&lt;/p&gt;&lt;p style=" margin-top:12px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Si l'angle entre les normales de deux faces voisines est plus petit que l'angle de pliage, les faces seront traitées en ombrage lissé autour de leur arête commune.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Crease angle</source>
      <translation>Angle de pliage</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;span style=" font-weight:600;"&gt;Flat shading/Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Defines the appearance of surfaces.&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. &lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;If this option is set Phong shading is used, if it is unset flat shading is used.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;span style=" font-weight:600;"&gt;Ombrage plat/Ombrage Phong&lt;/span&gt;&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Définit l'apparence des surfaces&lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Avec l'ombrage plat, les normales des surfaces ne sont pas définies par vertex, ce qui entraîne une apparence irréelle des surfaces courbes, alors que l'ombrage Phong produit une apparence plus lisse. &lt;/p&gt;&lt;p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Si cette option est activée, l'ombrage Phong sera utilisé, sinon l'ombrage plat sera utilisé.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Define normal per vertex</source>
      <translation>Définir les normales par vertex</translation>
    </message>
    <message>
      <source> °</source>
      <translation> °</translation>
    </message>
    <message>
      <source>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;span style=" font-weight:600;"&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Defining the normals per vertex is also called &lt;span style=" font-style:italic;"&gt;Phong shading&lt;/span&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"&gt;&lt;span style=" font-style:normal;"&gt;while defining the normals per face is called &lt;/span&gt;Flat shading&lt;span style=" font-style:normal;"&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</source>
      <translation>&lt;html&gt;&lt;head&gt;&lt;meta name="qrichtext" content="1" /&gt;&lt;/head&gt;&lt;body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;&lt;span style=" font-weight:600;"&gt;Hint&lt;/span&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"&gt;Définir les normales par vertex est aussi appelé &lt;span style=" font-style:italic;"&gt;ombrage Phong&lt;/span&gt;&lt;/p&gt;&lt;p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"&gt;&lt;span style=" font-style:normal;"&gt;alors que définir les normales par face est appelé&lt;/span&gt;ombrage plat&lt;span style=" font-style:normal;"&gt;.&lt;/span&gt;&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</translation>
    </message>
    <message>
      <source>Default appearance for new meshes</source>
      <translation>Apparence par défaut pour les nouveaux maillages</translation>
    </message>
    <message>
      <source>Default line color</source>
      <translation>Couleur de ligne par défaut</translation>
    </message>
    <message>
      <source>Mesh transparency</source>
      <translation>Transparence des maillages</translation>
    </message>
    <message>
      <source>Default mesh color</source>
      <translation>Couleur par défaut des maillages</translation>
    </message>
    <message>
      <source>Show bounding-box for highlighted or selected meshes</source>
      <translation>Afficher le volume capable des mailles en surbrillance ou sélectionnées</translation>
    </message>
    <message>
      <source>Line transparency</source>
      <translation>Transparence de ligne</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::DlgSmoothing</name>
    <message>
      <source>Smoothing</source>
      <translation>Lissage</translation>
    </message>
    <message>
      <source>Method</source>
      <translation>Méthode</translation>
    </message>
    <message>
      <source>Taubin</source>
      <translation>Taubin</translation>
    </message>
    <message>
      <source>Laplace</source>
      <translation>Laplace</translation>
    </message>
    <message>
      <source>Parameter</source>
      <translation>Paramètre</translation>
    </message>
    <message>
      <source>Iterations:</source>
      <translation>Itérations :</translation>
    </message>
    <message>
      <source>Lambda:</source>
      <translation>Lambda :</translation>
    </message>
    <message>
      <source>Mu:</source>
      <translation>Mu :</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::MeshFaceAddition</name>
    <message>
      <source>Add triangle</source>
      <translation>Ajouter un triangle</translation>
    </message>
    <message>
      <source>Flip normal</source>
      <translation>Inverser les normales</translation>
    </message>
    <message>
      <source>Clear</source>
      <translation>Effacer</translation>
    </message>
    <message>
      <source>Finish</source>
      <translation>Terminer</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::RemoveComponents</name>
    <message>
      <source>Remove components</source>
      <translation>Supprimer des composants</translation>
    </message>
    <message>
      <source>Select</source>
      <translation>Sélectionner</translation>
    </message>
    <message>
      <source>Select whole component</source>
      <translation>Sélectionner le composant entier</translation>
    </message>
    <message>
      <source>Pick triangle</source>
      <translation>Choisissez un triangle</translation>
    </message>
    <message>
      <source>&lt; faces than</source>
      <translation>&lt; de faces que</translation>
    </message>
    <message>
      <source>Region</source>
      <translation>Région</translation>
    </message>
    <message>
      <source>Components</source>
      <translation>Composants</translation>
    </message>
    <message>
      <source>All</source>
      <translation>Tous</translation>
    </message>
    <message>
      <source>Deselect</source>
      <translation>Dé-sélectionner</translation>
    </message>
    <message>
      <source>Deselect whole component</source>
      <translation>Dé-sélectionner le composant entier</translation>
    </message>
    <message>
      <source>&gt; faces than</source>
      <translation>&gt; de faces que</translation>
    </message>
    <message>
      <source>Region options</source>
      <translation>Options de région</translation>
    </message>
    <message>
      <source>Respect only triangles with normals facing screen</source>
      <translation>Respecter seulement les triangles dont les normales font face à écran</translation>
    </message>
    <message>
      <source>Respect only visible triangles</source>
      <translation>Respecter uniquement les triangles visibles</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::Segmentation</name>
    <message>
      <source>Mesh segmentation</source>
      <translation>Segmentation du maillage</translation>
    </message>
    <message>
      <source>Smooth mesh</source>
      <translation>Lissage du maillage</translation>
    </message>
    <message>
      <source>Plane</source>
      <translation>Plan</translation>
    </message>
    <message>
      <source>Tolerance</source>
      <translation>Tolérance</translation>
    </message>
    <message>
      <source>Minumum number of faces</source>
      <translation>Nombre minimum de faces</translation>
    </message>
    <message>
      <source>Cylinder</source>
      <translation>Cylindre</translation>
    </message>
    <message>
      <source>Radius</source>
      <translation>Rayon</translation>
    </message>
    <message>
      <source>Tolerance (Flat)</source>
      <translation>Tolérance (plat)</translation>
    </message>
    <message>
      <source>Tolerance (Curved)</source>
      <translation>Tolérance (courbé)</translation>
    </message>
    <message>
      <source>Minimum number of faces</source>
      <translation>Nombre minimum de faces</translation>
    </message>
    <message>
      <source>Sphere</source>
      <translation>Sphère</translation>
    </message>
  </context>
  <context>
    <name>MeshGui::TaskRemoveComponents</name>
    <message>
      <source>Delete</source>
      <translation>Supprimer</translation>
    </message>
    <message>
      <source>Invert</source>
      <translation>Inverser</translation>
    </message>
  </context>
  <context>
    <name>QDockWidget</name>
    <message>
      <source>Evaluate &amp; Repair Mesh</source>
      <translation>Évaluer et réparer un maillage</translation>
    </message>
  </context>
  <context>
    <name>QObject</name>
    <message>
      <source>Import mesh</source>
      <translation>Importer un maillage</translation>
    </message>
    <message>
      <source>Export mesh</source>
      <translation>Exporter un maillage</translation>
    </message>
    <message>
      <source>Solid Mesh</source>
      <translation>Maillage solide</translation>
    </message>
    <message>
      <source>Boundings</source>
      <translation>Limites englobantes</translation>
    </message>
    <message>
      <source>Fill holes</source>
      <translation>Remplir les trous</translation>
    </message>
    <message>
      <source>Fill holes with maximum number of edges:</source>
      <translation>Remplir les trous avec un nombre maximum de contours :</translation>
    </message>
    <message>
      <source>Binary STL (*.stl)</source>
      <translation>STL binaire (*.stl)</translation>
    </message>
    <message>
      <source>ASCII STL (*.ast)</source>
      <translation>STL ASCII (*.ast)</translation>
    </message>
    <message>
      <source>Binary Mesh (*.bms)</source>
      <translation>Maillage binaire (*.bms)</translation>
    </message>
    <message>
      <source>Alias Mesh (*.obj)</source>
      <translation>Maillage Alias (*.obj)</translation>
    </message>
    <message>
      <source>Inventor V2.1 ascii (*.iv)</source>
      <translation>ASCII Inventor V2.1 (*.iv)</translation>
    </message>
    <message>
      <source>All Files (*.*)</source>
      <translation>Tous les fichiers (*.*)</translation>
    </message>
    <message>
      <source>ASCII STL (*.stl)</source>
      <translation>STL ASCII (*.stl)</translation>
    </message>
    <message>
      <source>VRML V2.0 (*.wrl *.vrml)</source>
      <translation>VRML V2.0 (*.wrl *.vrml)</translation>
    </message>
    <message>
      <source>Compressed VRML 2.0 (*.wrz)</source>
      <translation>VRML 2.0 compressé (*.wrz)</translation>
    </message>
    <message>
      <source>Nastran (*.nas *.bdf)</source>
      <translation>Nastran (*.nas *.bdf)</translation>
    </message>
    <message>
      <source>Python module def (*.py)</source>
      <translation>Module Python(*.py)</translation>
    </message>
    <message>
      <source>Meshing Tolerance</source>
      <translation>Tolérance de maillage</translation>
    </message>
    <message>
      <source>Enter tolerance for meshing geometry:</source>
      <translation>Saisir la tolérance pour la géométrie maillée :</translation>
    </message>
    <message>
      <source>The mesh '%1' is a solid.</source>
      <translation>Le maillage '%1' est un solide.</translation>
    </message>
    <message>
      <source>The mesh '%1' is not a solid.</source>
      <translation>Le maillage '%1' n'est pas un solide.</translation>
    </message>
    <message>
      <source>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</source>
      <translation>Min=&lt;%1,%2,%3&gt;

Max=&lt;%4,%5,%6&gt;</translation>
    </message>
    <message>
      <source>[Points: %1, Edges: %2 Faces: %3]</source>
      <translation>[Points: %1, Contours: %2 Faces: %3]</translation>
    </message>
    <message>
      <source>Leave info mode</source>
      <translation>Quitter le mode d'information</translation>
    </message>
    <message>
      <source>Index: %1</source>
      <translation>Index : %1</translation>
    </message>
    <message>
      <source>Leave hole-filling mode</source>
      <translation>Quitter le mode de remplissage des trous</translation>
    </message>
    <message>
      <source>Leave removal mode</source>
      <translation>Quitter le mode de suppression</translation>
    </message>
    <message>
      <source>All Mesh Files (*.stl *.ast *.bms *.obj *.ply)</source>
      <translation>Tous les fichiers de maillage (*.stl *.ast *.bms *.obj *.ply)</translation>
    </message>
    <message>
      <source>Stanford Polygon (*.ply)</source>
      <translation>Polygone de Stanford (*.ply)</translation>
    </message>
    <message>
      <source>Object File Format (*.off)</source>
      <translation>Object File Format (*.off)</translation>
    </message>
    <message>
      <source>Standford Polygon (*.ply)</source>
      <translation>Standford Polygon (*.ply)</translation>
    </message>
    <message>
      <source>Delete selected faces</source>
      <translation>Supprimer les faces sélectionnées</translation>
    </message>
    <message>
      <source>Clear selected faces</source>
      <translation>Dé-sélectionner les faces sélectionnées</translation>
    </message>
    <message>
      <source>Annotation</source>
      <translation>Annotation</translation>
    </message>
    <message>
      <source>All Mesh Files (*.stl *.ast *.bms *.obj *.off *.ply)</source>
      <translation>Tous les fichiers de maillage (*.stl *.ast *.bms *.obj *.off *.ply)</translation>
    </message>
  </context>
  <context>
    <name>Workbench</name>
    <message>
      <source>Analyze</source>
      <translation>Analyser</translation>
    </message>
    <message>
      <source>Boolean</source>
      <translation>Opération booléenne</translation>
    </message>
    <message>
      <source>&amp;Meshes</source>
      <translation>&amp;Maillages</translation>
    </message>
    <message>
      <source>Mesh tools</source>
      <translation>Outils de maillage</translation>
    </message>
  </context>
</TS>
